Gridlock Expert Takes On Sim City Streets 41
Thanks to the Gaming-Age messageboard regulars for pointing to an EA webpage interviewing real-life traffic engineer Sam Schwartz, aka 'Gridlock Sam', and discussing "ways to alleviate traffic congestion in your own virtual metropolis" for Maxis/EA's PC game Sim City 4: Rush Hour. Schwartz notes some of the tricks gamers use to get round traffic congestion in-game: "I have read on the Sim City message boards, and seen screen shots of cities where mayors build roads at certain angles to avoid the creation of a traffic light", but goes on to suggest relevant real-world tactics, particularly noting players should "...use underground rail where [traffic] density is the greatest." However, 'Gridlock Sam' found unexpected social issues even in the virtual city: "One time I made the mistake of turning all my roads into streets thinking I was improving the level of service and therefore congestion would lessen. It did, but now I had Sims yelling at me because their once bucolic roads became bustling streets."
But (Score:5, Funny)
Re:But (Score:4, Funny)
In the first SimCity (Score:3, Insightful)
Re: (Score:3, Informative)
Roundabouts. (Score:2, Interesting)
Why the hell doesn't the US build more roundabouts? They are not that difficult. [google.com]
Coming from England, I find that the lack of roundabouts a *serious* problem on the roads of America. When they do build them over here, in larger places to be fancy and for show. And then the medium-sized ones tend to suck - they don't build any "raised bump & painted lines that you can actually drive over if you're going straight across the intersection" ones, these are awesome for minor interse
Re:Roundabouts. (Score:2, Insightful)
But the main reason we don't use them is the same reason we don't use SI units. Retooling and retraining is expensive. Not to mention they just seem like invitations to disaster with the "Mememe nownownow" people.
Hey, and about the planning. It takes little effort, and saves time. There's something to be said for knowing what the hell you're doing.
Re:Roundabouts. (Score:2, Informative)
Re:Roundabouts. (Score:4, Interesting)
It sounds like chaos, and it looks completely disorganized when you first think of or see it, but you quickly realize that there's a reason why traffic congestion in England, even in big cities, is so much lower than in the US: the roundabouts, and the relative lack of traffic lights. The drivers in England also tend, in my opinion, to be better. You can spot US and Canadian drivers in England very easily, as they're the ones who timidly stop before a roundabout, aren't sure when to merge, etc. In England, I've seen major roads in rush hour change from 2 lanes, to one, back to 2 again, and traffic never slow below 20mph as cars dance in and out. In Vancouver, if there's a car parked in the right lane during rush hour, traffic stops.
Re:Roundabouts. (Score:1)
Re:Roundabouts. (Score:3, Funny)
Re:Roundabouts. (Score:2, Interesting)
I seem to remember this occuring when they were in France, going round and round the large roundabout by the Arc de Triomphe.
This occured as traffic laws in France dictate that traffic entering the roundabout has priority over traffic already on the roundabout, making it very tricky to get off the darn things. Its the reverse in England where once you are on the roundabout you have right-of-way and traffic tr
Re:Roundabouts. (Score:2)
Re:Roundabouts. (Score:2, Interesting)
Re:Roundabouts. (Score:1)
Saying that, there is a roundabout near me that also has traffic lights on it that controls the flow onto it (which is good) and also around it (which is bad) . This is a right nightmare in ru
Re:Roundabouts. (Score:4, Informative)
Over the last 15 years, New Jersey has been eliminating their "roundabouts" (we just call them circles). I still drive through one every day on the way to work and it's really bad in the 5:00PM traffic. Could driving on the other side of the road make a difference in the effectiveness of the roundabout? In my experience, a bad traffic light is preferable to a bad traffic circle, because I'm at least guaranteed to eventually get through the traffic light. On most traffic circles, one feeding street dominates the traffic flow and the other streets have to hope for a gap that may never come.
Re:Roundabouts. (Score:3, Interesting)
You can end up in a situation where the roundabout is full and nobody can get out to where they want because the roundabout is full. Well actually not totally impossible - someone can eventually squeeze out. But that sure makes things a lot slower. You have to make them really big to prevent over filling, and that's not usually possible.
Of course with traff
Re:Roundabouts. (Score:1)
Re:Roundabouts. (Score:1)
In the US, you yield to the right. That means the person entering the roundabout would have right of way. From what my parents said, you yield to the right in England as well (I wasn't driving in 4th/5th grade), so you yield to the person in the roundabout.
I'm sure you can quickly see how this wouldn't work in the slightest. It could in theory work, that's after all how our highways work. But you'll note that there you're going about 40 and hopeing the guy doing 90 do
Re:Roundabouts. (Score:2)
This yielding only applies at roundabouts to my mind (can't think of any other places where yielding is an issue). So basically roundabouts in the US are screwed from the outset because someone chose the priority to go the wrong way for them? I'm not complaining, just trying to find out the facts.
Re:Roundabouts. (Score:2)
Re:Roundabouts. (Score:1)
Re:Roundabouts. (Score:2)
However, I have seen traffic circles where the entrances all have stop signs or traffic lights at them; and I have seen one traffic circle where there are yield signs set up so that traffic in the circle is explicitly told to yield.
Re:Roundabouts. (Score:2)
Re:Roundabouts. (Score:2)
One of these (in a slightly less affluent area) does permit traffic on the primary road to proceed straight through the circle. Unfortunately, this behavior is governed by a traffic light on both sides of the circle where this road intersects - it's timed so that you won't have to stop twice, of course.
We have another traffic circle that is so screwed up that (1) there is a *sign* that
Re:Roundabouts. (Score:2)
simcity 2000 trick, would it work now? (Score:2, Interesting)
Re:simcity 2000 trick, would it work now? (Score:1)
Re:simcity 2000 trick, would it work now? (Score:2)
You realize... (Score:3, Informative)
Particularly effective SC4 traffic strategies usually involve forcing your Sims to take the bus/train/subway/monorail by making it the only reasonable route out of a development... include a good Parking Garage for people who aren't right near the stations... Your development's exit should be headed in the opposite direction from the way your Sims want to go, and place the mass transit exit on the reasonable side.
My favorite Flash Game (Score:3, Informative)
http://www.crystalnewmedia.com/gridlock
Re:My favorite Flash Game (Score:1)
Road Rage (Score:1)
I tend to stock up huge amounts of cash (a well designed little village can be quite profitable if you ignore the Sims whinging for a decade or two), muck around with the land to allow myself to build a road runnel under a decent stretch, and then flatten that bit and zone it, leaving the tunnel in place, with smaller roads joining to the entrance of the tunnel. Now there is a long, straight expr
SC4's traffic model.. (Score:4, Interesting)
Unfortuneatley, the traffic model blew ass. There were a multitude of problems when trying to ferry people between different regions, sims were too stupid to take a highway unless it fell on their shortest path algorhythm (they would prefer to take narrow local streets even if the highway would have been faster), and don't even get me started on the braindead decision for the only way to have "busy" commercial zones was to have red traffic right next to them (duh?!). Some of the simulator variables were odd too, wasn't traffic modelled as if all cars were moving at 30mph or somesuch?
Did rush hour really fix this at all? Reading the feature list, it just seemed like a stop gap measure bolted on to try and cover some of the flaws.
I know traffic is hard and Maxis did a decent job with the game, but the flaws made it damn near impossible to build a "real" city.. invariably the game turned into a micromanagement nightmare as you bulldozed roads to try and convince the sims to take more intelligent paths. Almost all my cities wound up being groups of individual "pods" that used limited routes to funnel sims into more desireable travel modes.
I'm not a city planner, but this approach mimics no real world city I've ever witnessed.
Re:SC4's traffic model.. (Score:3, Informative)